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In
the spring of 2000 I had the opportunity to write a two-part article for
Gamasutra.com, regarding game companies benefiting from the lessons learned
in the theme park industry for the designs of their 3D virtual worlds.
The articles had a favorable response from a large community of game designers,
who had been formulating similar philosophies for their own 3D projects.
Another
result of the article was a call I received from a then startup company
in Menlo Park, CA, called There, Inc. It was intending to tackle a project
that would allow me to practice the very design philosophies I was preaching.
This began a four year odyssey that would allow me to test every design
principle I had outlined, as we endeavored to plan everything from continent-sized
landmasses to virtual T-shirt graphics.
After
four years of art directing the There.com art team, I emerged having learned
many new lessons about environment design. Although the principles listed
in my previous articles held true, the unique character of a massively
multiplayer virtual world startup created surprising challenges, ones
that would stretch our team's ability to create a truly immersive online
environment. Below, I have listed just a few of these lessons for your
review and edification:
THE LESSONS
Translating
Concrete into Polygons
While
working on theme park projects, I constantly bumped my head on the inevitable
ceiling of our project's budget, and the limits of the physical world.
Walt Disney once complained that all of the money that had been raised
for the construction of Disneyland was being spent on necessities that
would never be seen by the public. The infrastructure of any construction
project, namely the plumbing, wiring, sewage, and other facility necessities,
although invisible, is the price you must pay if you intend to make your
dream a physical reality. As a project gets closer and closer to completion,
a designer's ability to change or add anything is constrained by the decisions
made much earlier in the production cycle.
While
working on the construction site of any project, you frequently come upon
details that, once seen full scale and within the context of the physical
space, might have been better if only a few slight alterations could have
been agreed upon. During the early design phase of your project, changes
of this sort are a necessary part of the evolution of any design.
In
construction, however, even small changes become monumental tasks, which
constantly threaten to impact the budget and schedule of your project.
Moving a light fixture from one wall to another is no problem, when it
is in pencil or within a CAD document. In the real world, moving that
same fixture can mean hours of lost time as new conduit is pulled, holes
are drilled, circuits rerouted, and previous holes patched. The reality
of most construction sites is coming to terms with past decisions you
have made, and learning to love them (or at least pretending that you
do).
Another
facet to the reality of watching your designs born into concrete is to
realize that what works on paper doesn't necessarily always translate
to plywood and lathe. As various vendors arrive with their many bits and
pieces, you are confronted with the unpleasant truth that not everything
"fits" as you had designed. Doors are slightly too big, window
proportions are not as elegant as you had imagined, and shortcuts you
had made in the number of stair steps leading to an elevated area are
becoming a dangerous trip hazard. As each problem arises you are put on
the spot to rethink your design on the fly, or compromise your initial
vision for the sake of usability. As these compromises mount, and as you
get ever closer to your project's deadline, you find yourself waxing dreamily
on the potential of a non-physical environment to design within. The mind
reels at the prospect of moving polygons rather then concrete in your
virtual construction site, to be able to relocate digital light fixtures
with a simple cut & paste, without costly overtime from a union electrician.
Under
these circumstances the possibilities of designing environments for virtual
worlds seems to be the perfect answer for a designer frustrated by the
limits of expensive building materials and the reality of dealing with
things like, well… gravity.
Awakening
from the Dream
I
entered my new position as the designer of a digital world with all the
glee of a child promised that Christmas would be coming every day. No
longer would I be shackled by the frustrating realities of design limited
by physical constraints. Finally I would be able to make design decisions
up to and beyond the eleventh hour. Virtual world design was going to
be sweet, where your building materials are always pliable and where whim
rather than unions dictate alterations.
This
dream was unfortunately short-lived. It took several weeks, but I eventually
came to understand that although the limits were different, the limits
did exist. While on the physical construction site, a designer is limited
to the constraints of finances and time, the virtual designer's limits
are just as tangible.
While
gravity is no longer a problem worth consideration, you are, however the
slave of another constraint… the limits of your target CPU. Even
though computers seem to be growing more powerful every other week, the
reality is that computers can only crunch so many numbers at a time. With
the addition of a 3D accelerator card installed in your computer, you
boost that ability quite a bit, but the fact remains that your rich 3D
world can only have the amount of geometry in it that your computer can
"think" about at any given time.
In
the simplest terms, this means that anything you "see" from
within your 3D world is generated because your computer is doing the math
necessary to display it for you. This frequently includes not only what
is visible, but also what might exist just out of sight, behind
you, or just over the hill from where you are standing. Radiating from
your standing position, in very direction, your CPU is crunching away
an insane amount of information in preparation that the player's free
will might cause you to move or look in any direction. Like those
invisible sewage pipes and the electrical conduit, your CPU budget is
being drained by buildings, trees, and people you can't even see
from where you are standing. Not only that, but if you are building an
online environment, your budget is also constrained by anyone who MIGHT
show up. The punishment for not paying close attention to these budgetary
limits is that once exceeded, your audience's experience begins to suffer.
Your CPU can only "see" so many polygons at a time, and if there
is more geometry then it can compute, then your framerate begins to drop,
things start to disappear, and worst of all, other people cease to exist.
The Price
of Everything Else
In
the physical world, we don't think twice about the existence of things
like sunlight, water, or wildlife, as these are purely the perks of the
real world. In the digital world however, the mere existence of these
elements means that they need to have been fabricated and rendered by
your computer. Like the mounting cost of geometry on your CPU brainpower,
light, weather effects, and the AI of animated fauna can cause a huge
hit on your computer's limited budget. Even an empty room constructed
with a meager number of polygons can cause your framerate to plummet if
it includes only a few animated light fixtures. Gone is the dream of Cut
& Paste light fixtures, when the addition of such an effect might
necessitate you moving every bit of furniture out of the room to accommodate
it.
Learning
to "Love" Your Limits
My
first encounter with designing for a multiplayer online world was the
challenge of learning to come to terms with these limitations, and finding
clever ways to design in spite of them. Most single-player, or even limited
multi-player games, needs to accommodate the possibility of a dozen or
so additional characters or avatars that might appear in any given environment.
This leaves a budget that allows their designers the luxury to build detail-rich
spaces, which takes advantage of the effects today's powerful 3D cards
can deliver. Furthermore, most game companies can depend on an audience
that is routinely willing to upgrade their systems to meet the demands
of cutting-edge titles. In our case, our product needed to potentially
accommodate the arrival of 50 to 100 avatars in an environment, and was
marketed to a demographic of computer owners that have never even heard
of a 3D card. With a budget of 1500 or more polygons per avatar, and the
potential of hundreds congregating in any given space, this left the environmental
designers a budget of no more then 10,000 polys per any given virtual
location.
Reeling
under these limitations, we worked to become the living definition of
"less is more". Equally hard hit was our texture budget, which
insisted that since our member avatars could show up wearing countless
numbers of diverse clothing textures, our building textures would need
to be just as minimal as our structures. Under these constraints, we developed
a graphic style which chose visual consistency over complexity, and immersion
through suggested context rather then spelling out every detail. Although
our efforts were applauded, this choice made visiting each annual E3 Conference
a painful pilgrimage of what is possible for every 3D game but ours.
One
comforting realization came when exploring the 3D worlds of other companies
attempting similar online multi-player environments. Whether you are visiting
the streets of Toontown.com or the planets of Star Wars Galaxies,
you begin to see that each game has come up with solutions based on similar
limits. Whether they chose to allow their trees to render only when you
are right on top of them, or they limited vertical movement because their
props are flat textured "billboards", each design team did their
very best to immerse their audiences despite how little they have to build
with.
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